概述
来源:http://nxw.so/4WSng
先来看看效果图:
由于项目代码过多,这里只给出部分代码。
图片素材和源码的下载链接在文章结尾,大家自行下载即可。
import pygame,sys
import time
import random
pygame.init()
pygame.mixer.init()
FRAM_PER_SECONDS=7
clock =pygame.time.Clock()
WIDTH=1290
HEIGHT=715
load_img_x=1290/2-376/2
load_img_y=715/2-224/2
load_animate=False
check=1 #关卡--标志
pause=False
#加载动画及音效
font = pygame.font.SysFont(None,50,True)# 字体 True 打开抗锯齿
load_music=pygame.mixer.Sound("music/11046.wav")
start_music=pygame.mixer.Sound("music/战斗背景音效.wav")
back_music=pygame.mixer.Sound("music/BGM_1 (1)_02.wav")
green_jn=pygame.mixer.Sound("music/敌人技能.wav")
green_attack_music=pygame.mixer.Sound("music/怪叫.wav")
player_hit_music=pygame.mixer.Sound("music/机甲受伤.wav")
walk_music=pygame.mixer.Sound("music/机器走路.wav")
jump_music=pygame.mixer.Sound("music/弹跳.wav")
diren_die_music=pygame.mixer.Sound("music/坦克爆炸.wav")
jn_music=pygame.mixer.Sound("music/激光声游戏喷射_1_3.wav")
attack_music=pygame.mixer.Sound("music/敌人普攻_01_1.wav")
check_music=pygame.mixer.Sound("music/升级或者获得奖励.wav")
feiti_music=pygame.mixer.Sound("music/机器故障.wav")
game_over_music=pygame.mixer.Sound("music/我一定会回来的.wav")
life_add_music=pygame.mixer.Sound("music/加血.wav")
player_hit_music.set_volume(0.5)
check_music.set_volume(0.2)
green_attack_music.set_volume(0.1)
back_music.set_volume(0)
jn_music.set_volume(1)
start_music.set_volume(0.5)
load_music.set_volume(1)
#出始地图
map_img=pygame.image.load("map_img/left.jpg")
start_back=pygame.image.load("load_img/start_back2.png")
set_font = pygame.font.SysFont("KaiTi", 47)
# load_music.play()
screen=pygame.display.set_mode((WIDTH,HEIGHT),pygame.FULLSCREEN)
# screen=pygame.display.set_mode((WIDTH,HEIGHT))
# screen.fill((16,16,16))
screen.blit(start_back,(0,0))
pygame.display.set_caption("空 洞 机 甲 - - - - - ( 河软空洞传奇工作室 版权所有 Copyright @ 2020 ) 感 谢 支 持")
pygame.display.set_icon(start_back)
#
load_image=() #开始动画列表
load_count=1 #开始动画加载
start_flag=False#是否开始
start_music.play(-1)#游戏开始音效
for pic_num in range(1,30):
if pic_num<10:
load_image+=(pygame.image.load("./load_img/jz00"+str(pic_num)+".png"),)
elif pic_num>9:
load_image+=(pygame.image.load("./load_img/jz0"+str(pic_num)+".png"),)
class walk_sound():
def __init__(self,src):
self.sound=pygame.mixer.Sound(src)
self.sound.set_volume(1)
def music_play(self):
self.sound.play()
def music_stop(self):
self.sound.stop()
#关卡动画
class check_fun(object):
check_list = []
for pic_num in range(1, 13):
check_list+=(pygame.image.load("./right_check/箭头" + str(pic_num) + ".png"),)
def __init__(self):
self.check_count=1
def draw(self,screen):
if self.check_count>=12:
self.check_count=1
if self.check_count:
screen.blit(self.check_list[self.check_count],(1100,290))
self.check_count+=1
#机甲玩家角色
class Player(object):
flc_list=() #机甲o技能列表
lizi_list = () #粒子特效1 列表
lizi2_list = () #粒子特效2 列表
lizi3_list =() #粒子特效3 列表
walk_right = () #机甲 向左走列表
walk_left = () #机甲 向左走列表
jn_list = () #机甲i技能列表
jump_list = () #机甲跳跃技能列表
hit_list = () #机甲受伤列表
attack_list_one=() #近攻 第一段 列表
attack_list_two = () #近攻 第二段列表
attack_list_three = () #近攻 第三段列表
life_list=() #机甲受伤 列表
die_list=() #机甲 血量 列表
all_tuple=()
stand_list = ()
HP_tuple=()
cd_tuple=()
level_tuple=()
for pic_num in range(1,13):
level_tuple+=(pygame.image.load("./Update/"+str(pic_num)+".png"),)
for pic_num in range(1,17):
all_tuple+=(pygame.image.load("./jn/BIG/1 ("+str(pic_num)+").png"),)
for pic_num in range(1,12):
cd_tuple+=(pygame.image.load("./cd/cd"+str(pic_num)+".png"),)
for pic_num in range(1,17):
HP_tuple+=(pygame.image.load("./HP/"+str(pic_num)+".png"),)
for pic_num in range(1,65):
die_list+=(pygame.image.load("./die/die ("+str(pic_num)+").png"),)
for pic_num in range(1,33):
flc_list+=(pygame.image.load("./jn/flc ("+str(pic_num)+").png"),)
for pic_num in range(1,49):
lizi_list+=(pygame.image.load("./fire/"+str(pic_num)+".png"),)
for pic_num in range(1,34):
lizi2_list+=(pygame.image.load("./huohua/"+str(pic_num)+".png"),)
for pic_num in range(1,81):
lizi3_list+=(pygame.image.load("./huohua2/"+str(pic_num)+".png"),)
for pic_num in range(1,5):
life_list+=(pygame.image.load("./hit/ss (1).png"),)
life_list+=(pygame.image.load("./hit/ss (2).png"),)
for pic_num in range(1,13):
walk_right+=(pygame.image.load("./walk/walk ("+str(pic_num)+").png"),)
for pic_num in range(12,0,-1):
walk_left+=(pygame.image.load("./walk/walk ("+str(pic_num)+").png"),)
for pic_num in range(1, 25):
stand_list+=(pygame.image.load("./stand/stand (" + str(pic_num) + ").png"),)
for pic_num in range(1,41):
jn_list+=(pygame.image.load("./jn/jn ("+str(pic_num)+").png"),)
for pic_num in range(1,39):
jump_list+=(pygame.image.load("./jump/jump ("+str(pic_num)+").png"),)
for pic_num in range(1,48):
hit_list+=(pygame.image.load("./hit/jd ("+str(pic_num)+").png"),)
for pic_num in range(1,14):
attack_list_one+=(pygame.image.load("./attack/1attack ("+str(pic_num)+").png"),)
for pic_num in range(1,7):
attack_list_two+=(pygame.image.load("./attack/2attack ("+str(pic_num)+").png"),)
for pic_num in range(1,12):
attack_list_three+=(pygame.image.load("./attack/3attack ("+str(pic_num)+").png"),)
def __init__(self,x,y,width,height):
self.x=x
self.y=y
self.width=width
self.height=height
self.speed=1
self.left=False
self.right=True
self.stand=True
self.jump=False
self.i=False
self.hit=False
self.attack=0
self.stand_count=1#站立的图片索引
self.walk_count=1#步行的图片索引
self.jump_count=1#跳跃的图片索引
self.jn_count=1#技能i的图片索引
self.hit_count=1#受伤的图片索引
self.attack_Bool=False
self.attack_one_count = 1#一段普攻的图片索引
self.attack_two_count = 1 # 二段普攻的图片索引
self.attack_three_count = 1 # 三段普攻的图片索引
self.life=100
self.t=10
self.hit_box = (self.x, self.y, self.width, self.height) # 碰撞框的位置 大小变量
self.kill_enemy=0
self.life_remove_bool=False
self.life_count=0
self.lizi_count=1
self.lizi2_count = 1
self.flc_count=0
self.lizi3_count=1
self.HP_count=0
self.cd_count=0
self.all_count=0
self.cd=False
self.levelAdd=False
self.level=1
self.flc=False
self.die=False
self.all=False
self.die_count=0
self.level_count=0
self.HP_img=pygame.image.load("./HP/电池.png")
self.skill_img = pygame.image.load("./HP/skill_num.png")
self.player_img = pygame.image.load("./HP/head.png")
self.win_bool=False
self.lifeAdd=False
self.all_lenth=50
def draw(self,screen):
if self.all_count>=16:
self.all_count=0
self.all=False
self.all_lenth=50
if player.all_count>14:
U_Testing(enemylist)
U_Testing(enemylist2)
U_Testing(enemylist3)
U_Testing(enemylist4)
if self.cd_count>=11:
self.cd_count=0
self.cd=False
if self.HP_count == 2:
life_add_music.play()
if self.HP_count>=16:
life_add_music.stop()
self.HP_count=0
self.lifeAdd = False
if self.level_count==2:
life_add_music.play()
if self.level_count>=12:
life_add_music.stop()
if self.level_count>=12:
self.level_count=0
self.levelAdd = False
if self.lizi_count>=48:
self.lizi_count=1
if self.lizi2_count>=33:
self.lizi2_count=1
if self.lizi3_count>=80:
self.lizi3_count=1
if self.lizi2_count:
screen.blit(self.lizi2_list[self.lizi2_count], (-100, 500))
screen.blit(self.lizi2_list[self.lizi2_count], (200, 500))
screen.blit(self.lizi2_list[self.lizi2_count], (500, 500))
screen.blit(self.lizi2_list[self.lizi2_count], (800, 500))
screen.blit(self.lizi2_list[self.lizi2_count], (1100, 500))
self.lizi2_count += 1
# if self.lizi3_count:
# screen.blit(self.lizi3_list[self.lizi3_count], (-100, -120))
# screen.blit(self.lizi3_list[self.lizi3_count], (200, -200))
# screen.blit(self.lizi3_list[self.lizi3_count], (500, -120))
# screen.blit(self.lizi3_list[self.lizi3_count], (800, -200))
# screen.blit(self.lizi3_list[self.lizi3_count], (1100, -120))
# self.lizi3_count += 1
if self.lizi_count:
screen.blit(self.lizi_list[self.lizi_count], (-100, 600))
screen.blit(self.lizi_list[self.lizi_count], (200, 550))
screen.blit(self.lizi_list[self.lizi_count], (500, 600))
screen.blit(self.lizi_list[self.lizi_count], (800, 550))
screen.blit(self.lizi_list[self.lizi_count], (1100, 600))
self.lizi_count+=1
if self.die_count >=64:
self.die_count=0
self.life=100
self.kill_enemy=0
self.die = False
self.stand = True
return
if self.stand_count>=24:
self.stand_count=1
if self.flc_count>=32:
self.flc_count=0
self.flc=False
if self.life_count>=8:
self.life_count=0
self.life_remove_bool=False
if self.attack_one_count>=13:
self.attack_one_count=1
self.stand=True
self.attack_Bool = False
if self.attack_two_count>=6:
self.attack_two_count=1
self.stand = True
self.attack_Bool = False
if self.attack_three_count>=11:
self.attack_three_count=1
self.stand = True
self.attack_Bool = False
if self.walk_count>=12:
self.walk_count=1
if self.jump_count>=38:
self.jump_count=1
if self.jn_count>=40:
self.jn_count=1
if self.hit_count>=47:
self.hit_count=1
if self.die_count==20:
diren_die_music.play()
if self.life_remove_bool and not self.die:
screen.blit(self.life_list[self.life_count],(self.x,self.y))
if self.life_count==0:
player_hit_music.play()
elif self.life_count==5:
player_hit_music.stop()
self.stand=False
self.i = False
self.j = False
self.left=False
self.right=False
self.jump = False
self.flc = False
self.life_count+=1
elif self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die:
screen.blit(self.stand_list[self.stand_count],(self.x,self.y))
self.stand_count+=1
elif self.right and not self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die: # 如果没有站立中 并且left=True,
screen.blit(self.walk_right[self.walk_count], (self.x,self.y)) # 绘制马里奥
self.walk_count += 1
if self.walk_count==2:
walk_music.play()
elif self.walk_count==1:
walk_music.stop()
elif self.left and not self.stand and not self.jump and not self.i and not self.flc and not self.hit and not self.attack_Bool and not self.life_remove_bool and not self.die: # 如果没有站立中 并且left=True,
screen.blit(self.walk_left[self.walk_count], (self.x,self.y)) # 绘制马里奥
self.walk_count += 1
if self.walk_count==2:
walk_music.play()
elif self.walk_count==1:
walk_music.stop()
elif self.flc and not self.die:
if self.flc_count==1:
feiti_music.play()
if self.flc_count==20:
feiti_music.stop()
screen.blit(self.flc_list[self.flc_count], (self.x, self.y-120))
self.flc_count += 1
elif self.i and not self.die:
screen.blit(self.jn_list[self.jn_count],(self.x,self.y-75))
self.jn_count+=1
if self.jn_count == 2:
jn_music.play()
elif self.jn_count == 1:
jn_music.stop()
elif self.jump and not self.attack_Bool and not self.die:
screen.blit(self.jump_list[self.jump_count],(self.x,self.y-75))
self.jump_count+=1
if self.jump_count == 2:
jump_music.play()
elif self.jump_count == 1:
jump_music.stop()
elif self.attack==1 and self.attack_Bool and not self.die:
screen.blit(self.attack_list_one[self.attack_one_count],(self.x,self.y))
self.attack_one_count += 1
if self.attack_one_count==2:
attack_music.play()
elif self.attack_one_count==1:
attack_music.stop()
elif self.attack==2 and self.attack_Bool and not self.die:
screen.blit(self.attack_list_two[self.attack_two_count],(self.x,self.y))
self.attack_two_count += 1
if self.attack_two_count == 2:
attack_music.play()
elif self.attack_two_count == 1:
attack_music.stop()
elif self.attack==3 and self.attack_Bool and not self.die:
screen.blit(self.attack_list_three[self.attack_three_count],(self.x,self.y))
self.attack_three_count += 1
if self.attack_three_count == 2:
attack_music.play()
elif self.attack_three_count == 1:
attack_music.stop()
elif self.hit and not self.die:
screen.blit(self.hit_list[self.hit_count],(self.x,self.y))
self.hit_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
screen.blit(self.die_list[self.die_count],(self.x-100,self.y-20))
self.die_count+=1
self.hit_box = (self.x, self.y, self.width, self.height)
if self.levelAdd:
LEVAdd = font.render("LEVEL UP ", True, (255, 0, 0))
screen.blit(LEVAdd, (player.x - 50, player.y - 50))
screen.blit(self.level_tuple[self.level_count],(self.x-40,self.y-90))
self.level_count+=1
if self.lifeAdd:
screen.blit(self.HP_tuple[self.HP_count],(self.x,self.y-40))
self.HP_count+=1
if self.all:
self.all_lenth+=50
screen.blit(self.all_tuple[self.all_count],(self.x+self.all_lenth,self.y+(self.height/2)-210))
self.all_count+=1
#是否胜利
if self.kill_enemy>=7:
self.win_bool=True
else:
self.win_bool=False
#敌人死亡删除
def die_enemy_green():
enemylist.pop()
def die_enemy_grey():
enemylist2.pop()
def die_enemy_pink():
enemylist3.pop()
def die_enemy_Boss():
enemylist4.pop()
#BIG BOSS
class Boss(object):
walk_tuple = () #走路元组
skill_tuple = () #远攻元组
attack_tuple = () #近攻元组
life_remove_tuple = () #受伤元组
die_tuple = () #死亡元组
arm_tuple = () #胳膊元组
for pic_num in range(1,13):
walk_tuple += (pygame.image.load("./yellow/walk1/1 ("+str(pic_num)+").png"),)
for pic_num in range(1,34):
skill_tuple += (pygame.image.load("./yellow/skill/skill ("+str(pic_num)+").png"),)
for pic_num in range(1,30):
attack_tuple += (pygame.image.load("./yellow/attack/attack ("+str(pic_num)+").png"),)
for pic_num in range(1,40):
life_remove_tuple += (pygame.image.load("./yellow/hit/hit ("+str(pic_num)+").png"),)
for pic_num in range(1,13):
die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),)
for pic_num in range(1,13):
die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),)
for pic_num in range(1,13):
die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),)
for pic_num in range(1,13):
die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),)
for pic_num in range(1,13):
die_tuple += (pygame.image.load("./yellow/die/die ("+str(pic_num)+").png"),)
for pic_num in range(1,7):
arm_tuple += (pygame.image.load("./yellow/arm/arm ("+str(pic_num)+").png"),)
def __init__(self,x,y,start,end):
self.x = x
self.y = y
self.width = 149
self.height = 122
self.area = [start,end]
self.Yarea = [390-self.height,640-self.height]
self.walk_count = 0 #走路图片索引
self.skill_count = 0 #远攻图片索引
self.attack_count = 0 #近攻图片索引
self.life_count = 0 #倒地图片索引
self.die_count = 0 #逃跑图片索引
self.arm_count = 0 #胳膊图片索引
self.life = 0 #boss生命值
self.speed = 1.5 #x轴移动速度
self.speed_Y = 1.9 #y轴移动速度
self.hit_box = (self.x,self.y,self.width,self.height) #碰撞检测
self.die = False
self.walk = True
self.skill=False
self.attack=False
self.life_remove_bool=False
self.Enemy_Y = 0 #保留受伤 Y轴 位置
self.enemy_img = pygame.image.load("./HP/enemy_yellow.png") #生命值图标
self.game_start_Bool = True #加载血条长度
def draw(self,screen):
global HP_img_boss
global HP_bool_boss
if self.game_start_Bool:
self.life+=0.5
if self.life>15:
self.life=15
self.game_start_Bool=False
self.move()
if self.life <= 0:
self.life_remove_bool = False
self.die = True
self.walk = False
if self.arm_count>=6:
self.arm_count=0
if self.life_count>=39:
# self.y=self.Enemy_Y
self.life_count=0
self.life_remove_bool=False
self.walk=True
# 敌方走路
if self.walk_count>=12:
self.walk_count=0
#敌方远程攻击
if self.skill_count==20 and not self.life_remove_bool and not self.die:
if collision_check_tanke(player, enemylist4[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
# 敌方近程攻击
if self.attack_count == 17 and not self.life_remove_bool and not self.die:
if collision_check_tanke_yellow(player, enemylist4[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
#敌方 远程 技能
if self.skill_count >= 33:
self.skill_count = 0
self.skill=False
self.walk=True
# 敌方 近程 技能
if self.attack_count >= 29:
self.attack_count = 0
self.attack = False
self.walk = True
#坦克死亡
if self.die_count >= 60:
HP_img_boss = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_boss=True
player.kill_enemy+=1
self.die_count=0
self.skill_count=0
self.die=False
self.walk=True
self.speed_Y*=2.5
self.speed*=2.5
self.life=0
self.game_start_Bool = True
self.y=500
game_over_music.stop()
die_enemy_Boss()
return
#死亡音效
if self.die_count==20:
game_over_music.play()
if self.life_remove_bool:
self.walk=False
self.skill = False
self.attack = False
screen.blit(self.life_remove_tuple[self.life_count], (self.x, self.y))
self.life_count += 1
# self.y = player.y + player.height - enemylist4[0].height - 10
elif self.skill and not self.life_remove_bool:
if self.skill_count==15:
green_jn.play()
if self.skill_count==1:
green_jn.stop()
screen.blit(self.skill_tuple[self.skill_count], (self.x-150, self.y-50))
self.skill_count+=1
elif self.attack and not self.life_remove_bool:
screen.blit(self.attack_tuple[self.attack_count],(self.x-250,self.y))
self.attack_count+=1
if self.attack_count == 10 and self.attack:
green_attack_music.play()
if self.attack_count == 29 or not self.attack:
green_attack_music.stop()
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_tuple[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk:
screen.blit(self.walk_tuple[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(10)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(10)
screen.fill([255, 0, 0])# 敌人 死亡特效
self.x += 11
screen.blit(self.arm_tuple[self.arm_count],(700,500))
self.arm_count+=1
screen.blit(self.die_tuple[self.die_count],(self.x,self.y))
self.die_count+=1
# 绘制血条
screen.blit(self.enemy_img, (1160, 0))
pygame.draw.rect(screen, (218, 234, 87), (600 + (15 - self.life) * (540 / 15), 40, (540 / 15) * self.life, 30))
if self.game_start_Bool == False and self.life < 15:
pygame.draw.rect(screen, (102, 115, 44), (600, 40, 540 - (540 / 15 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist4[0]) or collision_check_fanxiang( enemylist4[0], player) :
enemylist4[0].speed = enemylist4[0].speed * -1
# 当机甲没有进行攻击时
if player.walk_right or player.stand:
#敌人远程技能
if collision_check_tanke(player, enemylist4[0]) and not self.life_remove_bool and not self.die and not self.attack and ( player.stand or player.left or player.right ) and not player.die :
self.skill=True
self.walk = False
# 敌人近程技能
if collision_check_tanke_yellow(player, enemylist4[0]) and not self.life_remove_bool and not self.die and not self.skill and ( player.stand or player.left or player.right ) and not player.die:
self.attack = True
self.walk = False
if self.die_count >= 60:
return
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#敌人 BOSS 章鱼
class Enemy_pink(object):
walk_left=()
walk_right=()
die_list = ()
life_remove_list = ()
falsh_list=()
skill_list=()
attack_list = ()
for pic_num in range(1,83):
attack_list+=(pygame.image.load("./pink/attack/attack1 ("+str(pic_num)+").png"),)
for pic_num in range(1,17):
walk_left+=(pygame.image.load("./pink/walk/"+str(pic_num)+".png"),)
for pic_num in range(16,0,-1):
walk_right+=(pygame.image.load("./pink/walk/"+str(pic_num)+".png"),)
for pic_num in range(1,51):
skill_list+=(pygame.image.load("./pink/skill2/"+str(pic_num)+".png"),)
#敌人 先起飞 再死亡
for pic_num in range(1,58):
die_list+=(pygame.image.load("./pink/die/die ("+str(pic_num)+").png"),)
# 减血
for pic_num in range(1,29):
life_remove_list+=(pygame.image.load("./pink/hit/hit ("+str(pic_num)+").png"),)
def __init__(self,x,y,start,end):
self.x=x
self.y=y
self.width=361
self.height=179
self.area=[start,end]
self.Yarea = [440, 500] # Y轴 运动 区间
self.walk_count=1
self.speed=-2
self.speed_Y=1.9
self.life=0
self.hit_box = (self.x, self.y, self.width, self.height)
self.die=False
self.walk=True
self.die_count=1
self.life_count=1
self.skill_count=1
self.attack_count=0
self.life_remove_bool=False
self.skill=False
self.attack = False
self.Enemy_Y=0 #保留受伤 Y轴 位置
self.enemy_img = pygame.image.load("./HP/enemy_pink.png")
self.HP_img = pygame.image.load("./HP/电池.png")
self.game_start_Bool=True
def draw(self,screen):
global HP_img_pink
global HP_bool_pink
if self.game_start_Bool:
self.life+=0.17
if self.life>3:
self.life=3
self.game_start_Bool=False
self.move()
if self.life <= 0:
self.life_remove_bool = False
self.die = True
self.walk = False
if self.life_count>=28:
# self.y=self.Enemy_Y
self.life_count=0
self.life_remove_bool=False
self.walk=True
# 敌方走路
if self.walk_count>=16:
self.walk_count=0
#敌方远程攻击
if self.skill_count==30 and not self.life_remove_bool and not self.die:
if collision_check_tanke_jincheng(player, enemylist3[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
# 敌方近程攻击
if self.attack_count == 50 and not self.life_remove_bool and not self.die:
if collision_check_tanke(player, enemylist3[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
#敌方 远程 技能
if self.skill_count >= 50:
self.skill_count = 0
self.skill=False
self.walk=True
# 敌方 近程 技能
if self.attack_count >= 82:
self.attack_count = 0
self.attack = False
self.walk = True
#坦克死亡
if self.die_count >= 57:
HP_img_pink = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_pink=True
player.kill_enemy+=1
self.die_count=0
self.skill_count=0
self.die=False
self.walk=True
self.speed_Y*=2.5
self.speed*=2.5
self.life=0
self.game_start_Bool=True
diren_die_music.stop()
die_enemy_pink()
return
#死亡音效
if self.die_count==20:
diren_die_music.play()
if self.life_remove_bool:
# if player.jump or player.i:
# self.y = player.y + player.height - enemylist3[0].height - 10
self.walk=False
self.skill = False
self.attack = False
screen.blit(self.life_remove_list[self.life_count], (self.x, self.y))
self.life_count += 1
# self.y = player.y + player.height - enemylist3[0].height - 10
elif self.skill and not self.life_remove_bool:
if self.skill_count==15:
green_jn.play()
if self.skill_count==1:
green_jn.stop()
screen.blit(self.skill_list[self.skill_count], (self.x-150, self.y-50))
self.skill_count+=1
elif self.attack and not self.life_remove_bool:
screen.blit(self.attack_list[self.attack_count],(self.x-250,self.y-100))
self.attack_count+=1
if self.attack_count == 10 and self.attack:
green_attack_music.play()
if self.attack_count == 55 or not self.attack:
green_attack_music.stop()
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk:
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(20)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(20)
screen.fill([255, 0, 0])# 敌人 死亡特效
# if self.die_count<13:
# self.y = player.y + player.height - self.height - 10
screen.blit(self.die_list[self.die_count],(self.x,self.y))
self.die_count+=1
# 绘制血条
screen.blit(self.enemy_img, (1040, -45))
pygame.draw.rect(screen, (235, 35, 200), (600 + (3 - self.life) * (540 / 3), 40, (540 / 3) * self.life, 30))
if self.game_start_Bool == False and self.life < 3:
pygame.draw.rect(screen, (80, 0, 100), (600, 40, 540 - (540 / 3 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist3[0]) or collision_check_fanxiang( enemylist3[0], player) :
enemylist3[0].speed = enemylist3[0].speed * -1
# 当机甲没有进行攻击时
if player.walk_right or player.stand:
#敌人远程技能
if collision_check_tanke_jincheng(player, enemylist3[0]) and not self.life_remove_bool and not self.die and not self.attack and ( player.stand or player.left or player.right ):
self.skill=True
self.walk = False
# 敌人近程技能
if collision_check_tanke(player, enemylist3[0]) and not self.life_remove_bool and not self.die and not self.skill and ( player.stand or player.left or player.right ):
self.attack = True
self.walk = False
if self.die_count >= 57:
return
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#灰色敌人
class Enemy_grey(object): # 声明灰色敌人类
walk_left=()
walk_right=()
die_list = ()
life_remove_list = ()
falsh_list=()
skill_list=()
# attack_list=()
for pic_num in range(2, 0, -1): # 循环敌人向右行走的图片
walk_right+=(pygame.image.load("./grey/walk/walk (" + str(pic_num) + ").png"),)
# 加载向右行走的图片
for pic_num in range(1, 3): # 循环敌人向左行走的图片
walk_left+=(pygame.image.load("./grey/walk/walk (" + str(pic_num) + ").png"),)
# 加载向左行走的图片
for pic_num in range(1,22):
skill_list+=(pygame.image.load("./grey/skill/skill ("+str(pic_num)+").png"),)
#敌人 先起飞 再死亡
for pic_num in range(1,36):
die_list+=(pygame.image.load("./grey/hit/hit ("+str(pic_num)+").png"),)
for pic_num in range(1,45):
die_list+=(pygame.image.load("./grey/die/die ("+str(pic_num)+").png"),)
# 减血
for pic_num in range(1,24):
life_remove_list+=(pygame.image.load("./grey/hit/hit ("+str(pic_num)+").png"),)
def __init__(self,x,y,start,end):
self.x=x
self.y=y
self.width=124
self.height=100
self.area=[start,end]
self.Yarea = [370, 430] # Y轴 运动 区间
self.walk_count=0
self.speed=-1.9
self.speed_Y=1.9
self.life=0
self.hit_box = (self.x, self.y, self.width, self.height)
self.die=False
self.walk=True
self.die_count=1
self.life_count=1
self.skill_count=1
self.attack_count = 0
self.life_remove_bool=False
self.attack=False
self.skill=False
self.Enemy_Y=0 #保留受伤 Y轴 位置
self.enemy_img = pygame.image.load("./HP/enemy_grey.png")
self.HP_img = pygame.image.load("./HP/电池.png")
self.game_start_Bool=True
def draw(self,screen):
global HP_img_grey
global HP_bool_grey
if self.game_start_Bool:
self.life+=0.145
if self.life > 3:
self.life = 3
self.game_start_Bool = False
self.move()
# 敌方受击
#检测生命
if self.life <= 0:
self.life_remove_bool = False
self.die = True
self.walk = False
# if self.life_count==2:
# self.Enemy_Y=self.y
if self.life_count>=23:
# self.y=self.Enemy_Y
self.life_count=1
self.life_remove_bool=False
self.walk=True
# 敌方走路
if self.walk_count==2:
self.walk_count=0
#机甲掉血
if self.skill_count==12 and not self.life_remove_bool and not self.die:
if collision_check_tanke_green(player, enemylist2[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
#敌方技能
if self.skill_count >= 21:
self.skill_count = 1
self.skill=False
self.walk=True
#坦克死亡
if self.die_count >= 78:
HP_img_grey = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_grey=True
player.kill_enemy += 1
self.die_count=1
self.skill_count = 1
self.die=False
self.walk=True
self.speed_Y*=2.4
self.speed*=2.4
self.life=0
self.game_start_Bool=True
diren_die_music.stop()
die_enemy_grey()
return
# 死亡音效
if self.die_count==35:
diren_die_music.play()
if self.life_remove_bool:
self.skill = False
self.walk = False
self.attack = False
if player.jump or player.i:
self.y = player.y + player.height - enemylist2[0].height - 10
screen.blit(self.life_remove_list[self.life_count], (self.x-20, self.y-80))
self.life_count += 1
elif self.skill and not self.life_remove_bool:
screen.blit(self.skill_list[self.skill_count], (self.x-120, self.y))
self.skill_count+=1
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk and not self.die:
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.life = 0
self.skill = False
self.attack = False
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(20)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(20)
screen.fill([255, 0, 0])# 敌人 死亡特效
# if self.die_count<20:
# self.y=player.y+player.height-self.height-10-120
# else:
# self.y = self.Enemy_Y
self.die_count+=1
screen.blit(self.die_list[self.die_count], (self.x, self.y))
# 绘制血条
screen.blit(self.enemy_img, (1150, 63))
pygame.draw.rect(screen, (130, 200, 200), (600 + (3 - self.life) * (540 / 3), 100, (540 / 3) * self.life, 30))
if self.game_start_Bool == False and self.life < 3:
pygame.draw.rect(screen, (50, 75, 75), (600, 100, 540 - (540 / 3 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist2[0]) or collision_check_fanxiang( enemylist2[0], player) :
enemylist2[0].speed = enemylist2[0].speed * -1
# 当机甲没有进行攻击时
if player.walk_right or player.walk_right or player.stand:
#远攻
if collision_check_tanke(player, enemylist2[0]) and not self.life_remove_bool and not self.die:
self.skill=True
self.walk = False
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#敌人 绿色坦克
class Enemy(object):
walk_left=()
walk_right=()
die_list = ()
life_remove_list = ()
falsh_list=()
skill_list=()
attack_list = ()
for pic_num in range(1,24):
attack_list+=(pygame.image.load("./green/attack/attack ("+str(pic_num)+").png"),)
for pic_num in range(1,9):
walk_left+=(pygame.image.load("./green/walk/walk ("+str(pic_num)+").png"),)
for pic_num in range(8,0,-1):
walk_right+=(pygame.image.load("./green/walk/walk ("+str(pic_num)+").png"),)
for pic_num in range(1,38):
skill_list+=(pygame.image.load("./green/skill/skill ("+str(pic_num)+").png"),)
#敌人 先起飞 再死亡
for pic_num in range(1,40):
die_list+=(pygame.image.load("./green/die/hit ("+str(pic_num)+").png"),)
for pic_num in range(1,65):
die_list+=(pygame.image.load("./green/die/die ("+str(pic_num)+").png"),)
# 减血
for pic_num in range(1,24):
life_remove_list+=(pygame.image.load("./green/die/hit ("+str(pic_num)+").png"),)
def __init__(self,x,y,start,end):
self.x=x
self.y=y
self.width=133
self.height=95
self.area=[start,end]
self.Yarea = [300, 360] # Y轴 运动 区间
self.walk_count=1
self.speed=-1.5
self.speed_Y=1.9
self.life=0
self.hit_box = (self.x, self.y, self.width, self.height)
self.die=False
self.walk=True
self.die_count=1
self.life_count=1
self.skill_count=1
self.attack_count=0
self.life_remove_bool=False
self.skill=False
self.attack = False
self.Enemy_Y=0 #保留受伤 Y轴 位置
self.enemy_img=pygame.image.load("./HP/enemy_green.png")
self.game_start_Bool=True
def draw(self,screen):
global HP_img_green
global HP_bool_green
if self.game_start_Bool:
self.life+=0.12
if self.life > 3:
self.life = 3
self.game_start_Bool = False
self.move()
if self.life <= 0:
self.life_remove_bool = False
self.die = True
self.walk = False
# 敌方受击
# if self.life_count==2:
# self.Enemy_Y=self.y
if self.life_count>=23:
# self.y=self.Enemy_Y
self.life_count=0
self.life_remove_bool=False
self.walk=True
# 敌方走路
if self.walk_count>=8:
self.walk_count=0
#敌方远程攻击
if self.skill_count==25 and not self.life_remove_bool and not self.die:
if collision_check_tanke(player, enemylist[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
# 敌方近程攻击
if self.attack_count == 14 and not self.life_remove_bool and not self.die:
if collision_check_tanke_jincheng(player, enemylist[0]):
player.life -= 8
player.life_remove_bool = True
if player.life<=0:
player.die=True
#敌方 远程 技能
if self.skill_count >= 37:
self.skill_count = 0
self.skill=False
self.walk=True
# 敌方 近程 技能
if self.attack_count >= 23:
self.attack_count = 0
self.attack = False
self.walk = True
#坦克死亡
if self.die_count >= 103:
HP_img_green = Prop_Hp(random.randint(int(self.x), int(self.x + self.width)), random.randint(int(self.y), int(self.y + self.height)))
HP_bool_green=True
player.kill_enemy+=1
self.die_count=0
self.skill_count=0
self.die=False
self.walk=True
self.speed_Y*=2.2
self.speed*=2.2
self.life=0
self.game_start_Bool=True
diren_die_music.stop()
die_enemy_green()
return
#死亡音效
if self.die_count==40:
diren_die_music.play()
if self.life_remove_bool:
if player.jump or player.i:
self.y = player.y + player.height - enemylist[0].height - 10
self.walk=False
self.skill = False
self.attack = False
screen.blit(self.life_remove_list[self.life_count], (self.x, self.y))
self.life_count += 1
# self.y = player.y + player.height - enemylist[0].height - 10
if self.skill and not self.life_remove_bool:
if self.skill_count==20:
green_jn.play()
if self.skill_count==1:
green_jn.stop()
screen.blit(self.skill_list[self.skill_count], (self.x-150, self.y-90))
self.skill_count+=1
if self.attack_count == 1 and self.attack :
green_attack_music.play()
if self.attack_count == 15 or not self.attack:
green_attack_music.stop()
if self.attack and not self.life_remove_bool:
screen.blit(self.attack_list[self.attack_count],(self.x-50,self.y))
self.attack_count+=1
if self.speed>0 and self.walk and not self.die:
self.skill = False
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.speed<0 and self.walk:
screen.blit(self.walk_left[self.walk_count],(self.x,self.y))
self.walk_count+=1
elif self.die:
self.skill = False
self.attack = False
self.life = 0
if self.die_count%2==0 and self.die_count<20:
pygame.time.delay(20)
screen.fill([0, 0, 0])# 敌人 死亡特效
elif self.die_count%2==1 and self.die_count<20:
pygame.time.delay(20)
screen.fill([255, 0, 0])# 敌人 死亡特效
screen.blit(self.die_list[self.die_count],(self.x,self.y))
self.die_count+=1
# 绘制血条
screen.blit(self.enemy_img, (1125, 120))
pygame.draw.rect(screen, (0, 200, 115), (600 + (3 - self.life) * (540 / 3), 160, (540 / 3) * self.life, 30))
if self.game_start_Bool == False and self.life < 3:
pygame.draw.rect(screen, (0, 65, 20), (600, 160, 540 - (540 / 3 * self.life), 30))
# 敌人移动类
def move(self):
#遇敌人反向
if collision_check_fanxiang(player, enemylist[0]) or collision_check_fanxiang( enemylist[0], player) :
enemylist[0].speed = enemylist[0].speed * -1
#当机甲没有进行攻击时
if player.walk_right or player.walk_right or player.stand:
#敌人远程技能
if collision_check_tanke(player, enemylist[0]) and not self.life_remove_bool and not self.die and not self.attack:
self.skill=True
self.walk = False
# 敌人近程技能
if collision_check_tanke_jincheng(player, enemylist[0]) and not self.life_remove_bool and not self.die and not self.skill:
self.attack = True
self.walk = False
if self.die_count >= 63:
return
if self.walk:
# y移动
if self.speed_Y>0 and not self.die:
if self.y<self.Yarea[1]+self.speed_Y:
self.y += self.speed_Y
else:
self.speed_Y=self.speed_Y*(-1)
self.y+=self.speed_Y
self.walk_count=0
elif self.speed_Y<0 and not self.die:
if self.y>self.Yarea[0]-self.speed_Y:
self.y+=self.speed_Y
else:
self.speed_Y = self.speed_Y * (-1)
self.y += self.speed_Y
self.walk_count = 0
if self.speed>0 and not self.die:
# X移动
if self.x<self.area[1]+self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
elif self.speed<0 and not self.die:
# X移动
if self.x>self.area[0]-self.speed:
self.x+=self.speed
else:
self.speed=self.speed*(-1)
self.x+=self.speed
self.walk_count=0
#血瓶
class Prop_Hp(object):
def __init__(self,x,y):
self.x=x
self.y=y
self.width=64
self.height=64
self.HP=2
self.imglist=[pygame.image.load("./HP/HP.png"),pygame.image.load("./HP/HP2.png"),pygame.image.load("./HP/HP3.png"),pygame.image.load("./HP/gun.png"),pygame.image.load("./HP/gun2.png"),pygame.image.load("./HP/gun3.png"),pygame.image.load("./HP/gun4.png")]
self.ran=random.randint(0,6)
self.img=self.imglist[self.ran]
def draw(self,screen):
global HP_bool_green
global HP_bool_grey
global HP_bool_pink
screen.blit(self.img,(self.x,self.y))
if HP_bool_grey:
if HP_img_grey.imglist.index(HP_img_grey.img)>2:
if collision_check_tanke_HP(player, HP_img_grey):
player.levelAdd = True
player.level += 1
player.life += 5
if player.life > 100:
player.life = 100
HP_bool_grey = False
else:
if collision_check_tanke_HP(player, HP_img_grey):
player.lifeAdd=True
player.life += 5
if player.life >= 100:
player.life=100
HP_bool_grey=False
if HP_bool_green:
if HP_img_green.imglist.index(HP_img_green.img) > 2:
if collision_check_tanke_HP(player, HP_img_green):
player.levelAdd = True
player.level += 1
player.life += 5
if player.life > 100:
player.life = 100
HP_bool_green = False
else:
if collision_check_tanke_HP(player, HP_img_green):
player.lifeAdd = True
player.life += 5
if player.life >= 100:
player.life=100
HP_bool_green=False
if HP_bool_pink:
if HP_img_pink.imglist.index(HP_img_pink.img) > 2:
if collision_check_tanke_HP(player, HP_img_pink):
player.levelAdd = True
player.level += 1
player.life += 5
if player.life>100:
player.life=100
HP_bool_pink = False
else:
if collision_check_tanke_HP(player, HP_img_pink):
player.lifeAdd = True
player.life += 5
if player.life >= 100:
player.life=100
HP_bool_pink=False
back_music.play(-1)
#主要绘制函数
def draw_img():
global load_count
global FRAM_PER_SECONDS
global set_img
if load_count>=29:
load_count=30
load_music.stop()
screen.blit(map_img, (0, 0))
#打开 游戏 战斗背景 音乐
back_music.set_volume(0.06)
set_img=pygame.image.load("./load_img/setbig.png")
screen.blit(set_img,(10,10))
if HP_bool_green==True:
HP_img_green.draw(screen)
if HP_bool_grey==True:
HP_img_grey.draw(screen)
if HP_bool_pink==True:
HP_img_pink.draw(screen)
if len(enemylist) and len(enemylist2) and len(enemylist3):
if player.y+player.height < enemylist[0].y+enemylist[0].height < enemylist2[0].y+enemylist2[0].height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
player.draw(screen)
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < player.y+player.height < enemylist2[0].y+enemylist2[0].height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
player.draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < enemylist2[0].y+enemylist2[0].height < player.y+player.height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < enemylist2[0].y+enemylist2[0].height < enemylist3[0].y+enemylist3[0].height < player.y+player.height and not player.jump and not enemylist[0].die and not enemylist2[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif player.jump :
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
#敌人受攻击时 先后绘制
elif enemylist[0].life_remove_bool or enemylist[0].die:
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist2[0].life_remove_bool or enemylist2[0].die:
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist3[0].life_remove_bool or enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist[0].life_remove_bool and enemylist2[0].life_remove_bool or enemylist[0].die or enemylist2[0].die:
enemylist3[0].draw(screen)
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist[0].life_remove_bool and enemylist3[0].life_remove_bool or enemylist[0].die or enemylist3[0].die:
enemylist2[0].draw(screen)
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist2[0].life_remove_bool and enemylist3[0].life_remove_bool or enemylist2[0].die or enemylist3[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
else:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif len(enemylist) and len(enemylist2): #绿色和灰色
if player.y+player.height < enemylist[0].y+enemylist[0].height < enemylist2[0].y+enemylist2[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die:
player.draw(screen)
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < player.y+player.height < enemylist2[0].y+enemylist2[0].height and not player.jump and not enemylist[0].die and not enemylist2[0].die:
enemylist[0].draw(screen)
player.draw(screen)
enemylist2[0].draw(screen)
elif enemylist[0].y + enemylist[0].height < enemylist2[0].y + enemylist2[0].height < player.y + player.height and not player.jump and not enemylist[0].die and not enemylist2[0].die:
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif player.jump :
player.draw(screen)
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
# 敌人受攻击时 先后绘制
elif enemylist[0].life_remove_bool or enemylist[0].die:#绿色
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist2[0].life_remove_bool or enemylist2[0].die:#灰色
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif enemylist[0].life_remove_bool and enemylist2[0].life_remove_bool or enemylist[0].die or enemylist2[0].die:#绿色和灰色
enemylist[0].draw(screen)
enemylist2[0].draw(screen)
player.draw(screen)
elif len(enemylist) and len(enemylist3): #绿色和粉色
if player.y+player.height < enemylist[0].y+enemylist[0].height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist3[0].die:
player.draw(screen)
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y+enemylist[0].height < player.y+player.height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
player.draw(screen)
enemylist3[0].draw(screen)
elif enemylist[0].y + enemylist[0].height < enemylist3[0].y + enemylist3[0].height < player.y + player.height and not player.jump and not enemylist[0].die and not enemylist3[0].die:
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif player.jump :
player.draw(screen)
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
# 敌人受攻击时 先后绘制
elif enemylist[0].life_remove_bool or enemylist[0].die: # 绿色
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist3[0].life_remove_bool or enemylist3[0].die: # 粉色
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist[0].life_remove_bool and enemylist3[0].life_remove_bool or enemylist[0].die or enemylist3[0].die: # 绿色和灰色
enemylist[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif len(enemylist2) and len(enemylist3): #粉色和灰色
if player.y+player.height < enemylist2[0].y+enemylist2[0].height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist2[0].die and not enemylist3[0].die:
player.draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
elif enemylist2[0].y+enemylist2[0].height < player.y+player.height < enemylist3[0].y+enemylist3[0].height and not player.jump and not enemylist2[0].die and not enemylist3[0].die:
enemylist2[0].draw(screen)
player.draw(screen)
enemylist3[0].draw(screen)
elif enemylist2[0].y + enemylist2[0].height < enemylist3[0].y + enemylist3[0].height < player.y + player.height and not player.jump and not enemylist2[0].die and not enemylist3[0].die:
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif player.jump :
player.draw(screen)
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
# 敌人受攻击时 先后绘制
elif enemylist3[0].life_remove_bool or enemylist3[0].die: # 粉色
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist2[0].life_remove_bool or enemylist2[0].die: # 灰色
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif enemylist[0].life_remove_bool and enemylist2[0].life_remove_bool or enemylist2[0].die or enemylist3[0].die: # 绿色和灰色
enemylist2[0].draw(screen)
enemylist3[0].draw(screen)
player.draw(screen)
elif len(enemylist): #绿色
if player.y + player.height < enemylist[0].y + enemylist[0].height and not player.jump and not enemylist[0].die :
player.draw(screen)
enemylist[0].draw(screen)
else:
enemylist[0].draw(screen)
player.draw(screen)
elif len(enemylist2): #灰色
if player.y + player.height < enemylist2[0].y + enemylist2[0].height and not player.jump and not enemylist2[0].die:
player.draw(screen)
enemylist2[0].draw(screen)
else:
enemylist2[0].draw(screen)
player.draw(screen)
elif len(enemylist3): #灰色
if player.y + player.height < enemylist3[0].y + enemylist3[0].height and not player.jump and not enemylist3[0].die:
player.draw(screen)
enemylist3[0].draw(screen)
else:
enemylist3[0].draw(screen)
player.draw(screen)
if len(enemylist)+ len(enemylist2) +len(enemylist4)+ len(enemylist3)==0 and check==1 and player.kill_enemy<3:
print(check)
enemylist.append(green)
enemylist2.append(grey)
enemylist3.append(pink)
player.draw(screen)
# enemylist4.append(boss)
elif len(enemylist)+ len(enemylist2) +len(enemylist4)+ len(enemylist3)==0 and check==2 and player.kill_enemy<6:
print(check)
enemylist.append(green)
enemylist2.append(grey)
enemylist3.append(pink)
player.draw(screen)
# enemylist4.append(boss)
elif len(enemylist)+ len(enemylist2) +len(enemylist4)+ len(enemylist3)==0 and check==3 and player.kill_enemy<7:
print(check)
# enemylist.append(green)
# enemylist2.append(grey)
# enemylist3.append(pink)
enemylist4.append(boss)
player.draw(screen)
elif len(enemylist) + len(enemylist2) +len(enemylist4) + len(enemylist3) == 0 and player.kill_enemy==7 and check==3:
player.draw(screen)
Check_fun.draw(screen)#箭头 -- 动态
check_music.play()
elif len(enemylist) + len(enemylist2) +len(enemylist4) + len(enemylist3) == 0 and player.kill_enemy==6 and check==2:
player.draw(screen)
Check_fun.draw(screen)#箭头 -- 动态
check_music.play()
elif len(enemylist) + len(enemylist2) +len(enemylist4) + len(enemylist3) == 0 and player.kill_enemy==3 and check==1:
player.draw(screen)
Check_fun.draw(screen)#箭头 -- 动态
check_music.play()
if len(enemylist4) and len(enemylist) + len(enemylist2) + len(enemylist3) >0:
enemylist4[0].draw(screen)
elif len(enemylist4) and len(enemylist) + len(enemylist2) + len(enemylist3) == 0:
player.draw(screen)
enemylist4[0].draw(screen)
jn = pygame.image.load("./cd/Equipmentbarl.png")
screen.blit(jn, (200, 565))
if player.cd and player.i:
screen.blit(player.cd_tuple[player.cd_count], (210, 575))
player.cd_count += 1
elif player.cd and player.flc:
screen.blit(player.cd_tuple[player.cd_count], (280, 575))
player.cd_count += 1
elif player.cd and player.attack_Bool:
screen.blit(player.cd_tuple[player.cd_count], (350, 575))
player.cd_count += 1
elif player.cd and player.all:
screen.blit(player.cd_tuple[player.cd_count], (420, 575))
player.cd_count += 1
LEVEL = font.render("LEVEL : " + str(player.level), True, (60, 200, 200))
screen.blit(LEVEL, (210, 530))
# 绘制血条
screen.blit(player.player_img, (10, 520))
pygame.draw.rect(screen, (72, 32, 38), (200, 650, 750, 35))
pygame.draw.rect(screen, (230, 65, 92), (200, 650, (750 / 100) * player.life, 35))
FRAM_PER_SECONDS = 16
elif load_count<=28:
screen.blit(load_image[load_count],(load_img_x,load_img_y))
load_count+=1
def game_load():
# load_music.play()
global game_start
global game_end
screen.blit(start_back, (0, 0))
game_start=pygame.image.load("./load_img/开始游戏1.png")
game_end=pygame.image.load("./load_img/退出游戏2.png")
screen.blit(game_start, (446,300))
screen.blit(game_end,(446,500))
if start_flag==True:
screen.fill((16,16,16))
draw_img()
def start_button():
global start_flag
global pause
for event in pygame.event.get():
if load_animate == True:
pass
elif event.type==pygame.MOUSEBUTTONDOWN:
if start_flag == False and (406 <= pygame.mouse.get_pos()[0] <= 406 + game_start.get_width()) and (300 <= pygame.mouse.get_pos()[1] <= 300 + game_start.get_height()):
start_flag=True
start_music.stop() # 游戏开始音效
load_music.play(-1)
if start_flag == False and (406 <= pygame.mouse.get_pos()[0] <= 406 + game_end.get_width()) and (500 <= pygame.mouse.get_pos()[1] <= 500 + game_end.get_height()):
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if (10 <= event.pos[0] <= 10 + 121) and (10 <= event.pos[1] <= 10 + 95) and pause == False:
pause = True
paused()
#拾取血包
def collision_check_tanke_HP(a,b):
temp1= (b.x+b.width>a.x+a.width-30>b.x)
#角色的攻击区间 容错区间
temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45)
return temp1 and temp2
#敌人技能 近程技能
def collision_check_tanke_yellow(a,b):
temp1= (b.x+b.width>a.x+a.width+210>b.x)
#角色的攻击区间 容错区间
temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45)
return temp1 and temp2
#敌人技能 近程技能
def collision_check_tanke_jincheng(a,b):
temp1= (b.x+b.width>a.x+a.width+50>b.x)
#角色的攻击区间 容错区间
temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45)
return temp1 and temp2
#绿色敌人技能 近程技能
def collision_check_tanke_green(a,b):
temp1= (b.x+b.width>a.x+a.width+150>b.x)
#角色的攻击区间 容错区间
temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45)
return temp1 and temp2
#敌人技能 远攻技能
def collision_check_tanke(a,b):
temp1= (b.x+b.width>a.x+a.width+170>b.x)
#角色的攻击区间 容错区间
temp2= (-40<(b.y+b.height)-(a.y+a.height)<=45)
return temp1 and temp2
#敌人 遇我 进行反向
def collision_check_fanxiang(a,b):
temp1= (b.x+b.width>=a.x+a.width>=b.x)
#角色的攻击区间 容错区间
temp2= (-19<(b.y+b.height)-(a.y+a.height)<=35)
return temp1 and temp2
#基本技能 碰撞检测 类
def collision_check(a,b):
temp1= (b.x+b.width>a.x+a.width+150>b.x)
#角色的攻击区间 容错区间
temp2= (-60<(b.y+b.height)-(a.y+a.height)<=60)
return temp1 and temp2
#机甲飞踢 碰撞检测 类
def collision_check_foot(a,b):
temp1= (b.x+b.width>a.x+a.width+150>b.x)
#角色的攻击区间 容错区间
temp2= (-60<(b.y+b.height)-(a.y+a.height)<=60)
return temp1 and temp2
#碰撞检测函数
def collision_check_HP(a,b):
temp1 = (b.x<=a.x+a.width<=b.x+b.width)
temp2 = (b.y<=a.y+a.height<=b.y+b.height)
return temp1 and temp2
#all 技能
def U_Testing(enemy_obj):
if len(enemy_obj):
if not enemy_obj[0].die:
enemy_obj[0].x+=100
enemy_obj[0].life -= 3
enemy_obj[0].life_remove_bool = True
enemy_obj[0].walk = False
enemy_obj[0].skill = False
enemy_obj[0].attack = False
enemy_obj[0].x += 20
if enemy_obj[0].life <= 0:
enemy_obj[0].life_remove_bool = False
enemy_obj[0].die = True
enemy_obj[0].walk = False
#三段普攻
def J_Testing(enemy_obj):
if len(enemy_obj):
if collision_check(player, enemy_obj[0]) and not enemy_obj[0].die:
enemy_obj[0].life -= 3
enemy_obj[0].life_remove_bool = True
enemy_obj[0].walk = False
enemy_obj[0].skill = False
enemy_obj[0].attack = False
enemy_obj[0].x += 20
if enemy_obj[0].life <= 0:
enemy_obj[0].life_remove_bool = False
enemy_obj[0].die = True
enemy_obj[0].walk = False
#跳跃检测
def Jump_Testing(enemy_obj):
if len(enemy_obj):
if enemy_obj[0].x + enemy_obj[0].width > player.x > enemy_obj[0].x and player.y + player.height > enemy_obj[0].y + enemy_obj[0].height - 40 and player.y + player.height < enemy_obj[0].y + enemy_obj[0].height + 40:
player.x = enemy_obj[0].width + enemy_obj[0].x + 15
player.right = True # 设置进行禁止穿模 位移到两侧
# player.walk=True
if player.x < enemy_obj[0].x < player.x + player.width and player.y + player.height > enemy_obj[0].y + enemy_obj[0].height - 40 and player.y + player.height < enemy_obj[0].y + enemy_obj[0].height + 40:
player.x = enemy_obj[0].x - player.width - 15
player.left = True # 设置进行禁止穿模 位移到两侧
# player.walk=True
#I技能检测
def I_Testing(enemy_obj):
if len(enemy_obj):
enemy_obj[0].Enemy_Y = enemy_obj[0].y
if collision_check(player, enemy_obj[0]):
enemy_obj[0].Enemy_Y = enemy_obj[0].y
enemy_obj[0].life_remove_bool = True
enemy_obj[0].y = player.y + player.height - enemy_obj[0].height - 100
enemy_obj[0].skill = False
enemy_obj[0].attack = False
enemy_obj[0].walk = False
enemy_obj[0].life -= 4
enemy_obj[0].x += 20
if enemy_obj[0].life <= 0:
enemy_obj[0].life_remove_bool = False
enemy_obj[0].die = True
enemy_obj[0].walk = False
return enemy_obj
#暂停
def unpause():
global pause
back_music.set_volume(0.06)
pause=False
#设置
def paused():
global flag
global check
global pause
zanting=pygame.image.load("./load_img/返回游戏.png") #图片按钮
quit_img=pygame.image.load("./load_img/退出游戏.png") #图片按钮
restart_img = pygame.image.load("./load_img/重新开始.png") #图片按钮
logo_img=pygame.image.load("./load_img/logo.png") #图片按钮
screen.blit(zanting, (185,190))
screen.blit(restart_img, (185, 280))
screen.blit(quit_img, (185, 370))
screen.blit(logo_img,(595,150))
back_music.set_volume(0) #背景音乐暂停
while pause:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
# quit()
if load_count>=29 and pause==True:
if event.type == pygame.MOUSEBUTTONDOWN : #继续游戏-- 点击屏幕 MENU 按钮 第一种继续游戏
if (10 <= event.pos[0] <= 10 + set_img.get_width()) and (10 <= event.pos[1] <= 10 + set_img.get_height()):
unpause()
if event.type == pygame.MOUSEBUTTONDOWN: #继续游戏-- 点击屏幕 继续游戏 菜单 第二种继续游戏
if (185 <= event.pos[0] <= 185 + zanting.get_width()) and (190 <= event.pos[1] <= 190 + zanting.get_height()):
unpause()
if event.type == pygame.MOUSEBUTTONDOWN: #退出游戏--按钮
if (185 <= event.pos[0] <= 185 + zanting.get_width()) and (370 <= event.pos[1] <= 370 + zanting.get_height()):
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN: #重新开始--按钮
if (185 <= event.pos[0] <= 185 + zanting.get_width()) and (280 <= event.pos[1] <= 280 + zanting.get_height()):
check=5
unpause()
pygame.display.update()
y=100
HP_bool_green=False
HP_bool_grey=False
HP_bool_pink=False
def start():
global load_animate
global check
global map_img
global enemylist
global enemylist2
global enemylist3
global enemylist4
global HP_bool_green
global HP_bool_grey
global HP_bool_pink
global player
global Check_fun
global green
global grey
global boss
global pause
global pink
global keys
enemylist = []
enemylist2 = []
enemylist3 = []
enemylist4 = []
player = Player(160, 410, 100, 100)
Check_fun = check_fun()
green = Enemy(random.randint(500, WIDTH - 133), 420, 500, WIDTH - 153)
grey = Enemy_grey(random.randint(500, WIDTH - 133), 430, 500, WIDTH - 203)
pink = Enemy_pink(random.randint(500, WIDTH - 133), 440, 500, WIDTH - 401)
boss = Boss(random.randint(500, WIDTH - 133), 440, 500, WIDTH -400)
enemylist.append(green)
enemylist2.append(grey)
enemylist3.append(pink)
# enemylist4.append(boss)
while True:
clock.tick(FRAM_PER_SECONDS) #可以说是循环执行的次数 #我认为只是设置游戏运行的速度,或者设置while循环更新自身、运行自身的频率
game_load()
start_button()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if load_animate:
load_animate=False
screen.fill((16,16,16))
keys = pygame.key.get_pressed() # 获取所有键盘事件
if pause==False and start_flag:
if keys[pygame.K_ESCAPE]:
pause=True
paused()
if player.life<=0:
player.die=True
if player.die_count>=64:
player.die=False
return ""
#全局速度
if keys[pygame.K_LSHIFT] :
player.speed = 4
if keys[pygame.K_LSHIFT] and pygame.key.get_mods() & keys[pygame.K_k]:
player.speed=6
else:
if len(enemylist)+ len(enemylist2) +len(enemylist3) +len(enemylist4) ==4:
player.speed = 1
elif len(enemylist)+ len(enemylist2) +len(enemylist3) +len(enemylist4) ==3:
player.speed = 3
elif len(enemylist) + len(enemylist2) + len(enemylist3) +len(enemylist4) == 2:
player.speed = 5
elif len(enemylist) + len(enemylist2) + len(enemylist3) +len(enemylist4) == 1:
player.speed = 10
else:
player.speed = 15
# 敌人绿色 穿模设置
if len(enemylist) and keys[pygame.K_d] and player.x < WIDTH-player.height :
# D 键走动 禁止与敌人穿模
#当敌人死亡时 直线行走
if keys[pygame.K_d] and player.x < WIDTH and not player.attack_Bool and enemylist[0].die :
player.x += player.speed
player.right = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_d] and ((player.y+player.height<=enemylist[0].y+enemylist[0].height-40) or (player.y+player.height>=enemylist[0].y+enemylist[0].height+20 )):
player.x+=player.speed
player.right = True
player.stand = False
# player.jump = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist[0].die and keys[pygame.K_d] and (player.x+player.width <= enemylist[0].x-10 or player.x>=enemylist[0].x+enemylist[0].width):
player.x+=player.speed
player.right = True
player.stand = False
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist[0].die and keys[pygame.K_d] and player.x+player.width > enemylist[0].x :
player.stand=True
player.left=False
player.right=True
#左键
if len(enemylist) and keys[pygame.K_a] and player.x >0:
# 当敌人死亡时 直线行走
if keys[pygame.K_a] and player.x > 0 and not player.attack_Bool and enemylist[0].die:
player.x -= player.speed
player.left = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_a] and (player.y + player.height <= enemylist[0].y + enemylist[0].height - 40 or player.y + player.height >= enemylist[0].y + enemylist[0].height + 20):
player.x -= player.speed
player.left = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist[0].die and keys[pygame.K_a] and (( player.x >= enemylist[0].x+enemylist[0].width+10) or (player.x+player.width <enemylist[0].x)):
player.x -= player.speed
player.left = True
player.stand = False
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist[0].die and keys[pygame.K_a] and player.x < enemylist[0].x+enemylist[0].width :
player.stand = True
player.left = True
player.right = False
#w 键 上 禁止穿模
if len(enemylist) and keys[pygame.K_w] and player.y+player.height >390 and not player.jump and not player.i:
# 当敌人死亡时 直线行走
if keys[pygame.K_w] and player.y > 390 and not player.attack_Bool and not player.jump and enemylist[0].die:
player.y -= player.speed
player.left = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_w] and ((player.x + player.width < enemylist[0].x) or (player.x > enemylist[0].x + enemylist[0].width )):
player.y -= player.speed
player.left = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist[0].die and keys[pygame.K_w] and ( player.y+player.height >= enemylist[0].y+enemylist[0].height+20 or player.y+player.height <= enemylist[0].y+enemylist[0].height-40):
player.y -= player.speed
player.left = True
player.stand = False
if player.y+player.height>enemylist[0].y+enemylist[0].height and player.y+player.height-enemylist[0].y-enemylist[0].height<20:
player.y=enemylist[0].y+enemylist[0].height+20-player.height
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist[0].die and keys[pygame.K_w] and player.y+player.height < enemylist[0].y+enemylist[0].height+20 and player.y+player.height > enemylist[0].y+enemylist[0].height-40 :
player.y = enemylist[0].y + enemylist[0].height+20-player.height
if player.y>640:
player.y=640
player.stand=True
player.right=False
player.left=True
# s 键 上 禁止穿模
if len(enemylist) and keys[pygame.K_s] and player.y + player.height < 640 and not player.jump and not player.i:
# 当敌人死亡时 直线行走
if keys[pygame.K_s] and player.y < 640 and not player.attack_Bool and not player.jump and enemylist[0].die:
player.y += player.speed
player.right = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_s] and ((player.x + player.width < enemylist[0].x) or (player.x > enemylist[0].x + enemylist[0].width)):
player.y += player.speed
player.right = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist[0].die and keys[pygame.K_s] and (player.y + player.height >= enemylist[0].y + enemylist[0].height + 20 or player.y + player.height <=enemylist[0].y + enemylist[0].height - 40):
player.y += player.speed
player.right = True
player.stand = False
if player.y+player.height<enemylist[0].y+enemylist[0].height and player.y + player.height - enemylist[0].y - enemylist[0].height > -40:
player.y = enemylist[0].y + enemylist[0].height -40 - player.height
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist[0].die and keys[pygame.K_s] and player.y + player.height > enemylist[0].y + enemylist[0].height - 40 and player.y + player.height < enemylist[0].y + enemylist[0].height + 20 :
player.y = enemylist[0].y + enemylist[0].height-40-player.height
if player.y<390:
player.y=390
player.left = False
player.right = True
player.stand = True
# 敌人灰色 穿模设置
if len(enemylist2) and keys[pygame.K_d] and player.x < WIDTH - player.height:
# D 键走动 禁止与敌人穿模
# 当敌人死亡时 直线行走
if keys[pygame.K_d] and player.x < WIDTH and not player.attack_Bool and enemylist2[0].die:
player.x += player.speed
player.right = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_d] and ((player.y + player.height <= enemylist2[0].y + enemylist2[0].height - 40) or (player.y + player.height >= enemylist2[0].y + enemylist2[0].height + 20)):
player.x += player.speed
player.right = True
player.stand = False
# player.jump = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist2[0].die and keys[pygame.K_d] and (player.x + player.width <= enemylist2[0].x - 10 or player.x >= enemylist2[0].x + enemylist2[0].width):
player.x += player.speed
player.right = True
player.stand = False
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist2[0].die and keys[pygame.K_d] and player.x + player.width > enemylist2[0].x:
player.stand = True
player.left = False
player.right = True
# 左键
if len(enemylist2) and keys[pygame.K_a] and player.x > 0:
# 当敌人死亡时 直线行走
if keys[pygame.K_a] and player.x > 0 and not player.attack_Bool and enemylist2[0].die:
player.x -= player.speed
player.left = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_a] and (player.y + player.height <= enemylist2[0].y + enemylist2[0].height - 40 or player.y + player.height >= enemylist2[0].y + enemylist2[0].height + 20):
player.x -= player.speed
player.left = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist2[0].die and keys[pygame.K_a] and ((player.x >= enemylist2[0].x + enemylist2[0].width + 10) or (player.x + player.width < enemylist2[0].x)):
player.x -= player.speed
player.left = True
player.stand = False
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist2[0].die and keys[pygame.K_a] and player.x < enemylist2[0].x + enemylist2[0].width:
player.stand = True
player.left = True
player.right = False
# w 键 上 禁止穿模
if len(enemylist2) and keys[pygame.K_w] and player.y + player.height > 390 and not player.jump and not player.i:
# 当敌人死亡时 直线行走
if keys[pygame.K_w] and player.y > 390 and not player.attack_Bool and not player.jump and enemylist2[0].die:
player.y -= player.speed
player.left = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_w] and ((player.x + player.width < enemylist2[0].x) or (player.x > enemylist2[0].x + enemylist2[0].width)):
player.y -= player.speed
player.left = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist2[0].die and keys[pygame.K_w] and (player.y + player.height >= enemylist2[0].y + enemylist2[0].height + 20 or player.y + player.height <= enemylist2[0].y + enemylist2[0].height - 40):
player.y -= player.speed
player.left = True
player.stand = False
if player.y + player.height > enemylist2[0].y + enemylist2[0].height and player.y + player.height - enemylist2[0].y - enemylist2[0].height < 20:
player.y = enemylist2[0].y + enemylist2[0].height + 20 - player.height
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist2[0].die and keys[pygame.K_w] and player.y + player.height < enemylist2[0].y + enemylist2[0].height + 20 and player.y + player.height > enemylist2[0].y + enemylist2[0].height - 40:
player.y = enemylist2[0].y + enemylist2[0].height + 20 - player.height
if player.y > 640:
player.y = 640
player.stand = True
player.right = False
player.left = True
# s 键 上 禁止穿模
if len(enemylist2) and keys[pygame.K_s] and player.y + player.height < 640 and not player.jump and not player.i:
# 当敌人死亡时 直线行走
if keys[pygame.K_s] and player.y < 640 and not player.attack_Bool and not player.jump and enemylist2[0].die:
player.y += player.speed
player.right = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_s] and ((player.x + player.width < enemylist2[0].x) or (player.x > enemylist2[0].x + enemylist2[0].width)):
player.y += player.speed
player.right = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist2[0].die and keys[pygame.K_s] and (player.y + player.height >= enemylist2[0].y + enemylist2[0].height + 20 or player.y + player.height <= enemylist2[0].y + enemylist2[0].height - 40):
player.y += player.speed
player.right = True
player.stand = False
if player.y + player.height < enemylist2[0].y + enemylist2[0].height and player.y + player.height - enemylist2[0].y - enemylist2[0].height > -40:
player.y = enemylist2[0].y + enemylist2[0].height - 40 - player.height
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist2[0].die and keys[pygame.K_s] and player.y + player.height > enemylist2[0].y + enemylist2[0].height - 40 and player.y + player.height < enemylist2[0].y + enemylist2[0].height + 20:
player.y = enemylist2[0].y + enemylist2[0].height - 40 - player.height
if player.y < 390:
player.y = 390
player.left = False
player.right = True
player.stand = True
# 敌人灰色 穿模设置
if len(enemylist3) and keys[pygame.K_d] and player.x < WIDTH - player.height:
# D 键走动 禁止与敌人穿模
# 当敌人死亡时 直线行走
if keys[pygame.K_d] and player.x < WIDTH and not player.attack_Bool and enemylist3[0].die:
player.x += player.speed
player.right = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_d] and ((player.y + player.height <= enemylist3[0].y + enemylist3[0].height - 40) or (player.y + player.height >= enemylist3[0].y + enemylist3[0].height + 20)):
player.x += player.speed
player.right = True
player.stand = False
# player.jump = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist3[0].die and keys[pygame.K_d] and (player.x + player.width <= enemylist3[0].x - 10 or player.x >= enemylist3[0].x + enemylist3[0].width):
player.x += player.speed
player.right = True
player.stand = False
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist3[0].die and keys[pygame.K_d] and player.x + player.width > enemylist3[0].x:
player.stand = True
player.left = False
player.right = True
# 左键
if len(enemylist3) and keys[pygame.K_a] and player.x > 0:
# 当敌人死亡时 直线行走
if keys[pygame.K_a] and player.x > 0 and not player.attack_Bool and enemylist3[0].die:
player.x -= player.speed
player.left = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_a] and (player.y + player.height <= enemylist3[0].y + enemylist3[0].height - 40 or player.y + player.height >= enemylist3[0].y + enemylist3[0].height + 20):
player.x -= player.speed
player.left = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist3[0].die and keys[pygame.K_a] and ((player.x >= enemylist3[0].x + enemylist3[0].width + 10) or (player.x + player.width < enemylist3[0].x)):
player.x -= player.speed
player.left = True
player.stand = False
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist3[0].die and keys[pygame.K_a] and player.x < enemylist3[0].x + enemylist3[0].width:
player.stand = True
player.left = True
player.right = False
# w 键 上 禁止穿模
if len(enemylist3) and keys[pygame.K_w] and player.y + player.height > 390 and not player.jump and not player.i:
# 当敌人死亡时 直线行走
if keys[pygame.K_w] and player.y > 390 and not player.attack_Bool and not player.jump and enemylist3[0].die:
player.y -= player.speed
player.left = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_w] and ((player.x + player.width < enemylist3[0].x) or (player.x > enemylist3[0].x + enemylist3[0].width)):
player.y -= player.speed
player.left = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist3[0].die and keys[pygame.K_w] and (player.y + player.height >= enemylist3[0].y + enemylist3[0].height + 20 or player.y + player.height <= enemylist3[0].y + enemylist3[0].height - 40):
player.y -= player.speed
player.left = True
player.stand = False
if player.y + player.height > enemylist3[0].y + enemylist3[0].height and player.y + player.height - enemylist3[0].y - enemylist3[0].height < 20:
player.y = enemylist3[0].y + enemylist3[0].height + 20 - player.height
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist3[0].die and keys[pygame.K_w] and player.y + player.height < enemylist3[0].y + enemylist3[0].height + 20 and player.y + player.height > enemylist3[0].y + enemylist3[0].height - 40:
player.y = enemylist3[0].y + enemylist3[0].height + 20 - player.height
if player.y > 640:
player.y = 640
player.stand = True
player.right = False
player.left = True
# s 键 上 禁止穿模
if len(enemylist3) and keys[pygame.K_s] and player.y + player.height < 640 and not player.jump and not player.i:
# 当敌人死亡时 直线行走
if keys[pygame.K_s] and player.y < 640 and not player.attack_Bool and not player.jump and enemylist3[0].die:
player.y += player.speed
player.right = True
player.stand = False
# 当与敌人不在一个 视觉水平时 直线行走
elif keys[pygame.K_s] and ((player.x + player.width < enemylist3[0].x) or (player.x > enemylist3[0].x + enemylist3[0].width)):
player.y += player.speed
player.right = True
player.stand = False
# 设置行走区间 敌人起点是终点 动态区间
elif not enemylist3[0].die and keys[pygame.K_s] and (player.y + player.height >= enemylist3[0].y + enemylist3[0].height + 20 or player.y + player.height <= enemylist3[0].y + enemylist3[0].height - 40):
player.y += player.speed
player.right = True
player.stand = False
if player.y + player.height < enemylist3[0].y + enemylist3[0].height and player.y + player.height - enemylist3[0].y - enemylist3[0].height > -40:
player.y = enemylist3[0].y + enemylist3[0].height - 40 - player.height
# 设置行走区间与敌人接触时 将机甲 停止
elif not enemylist3[0].die and keys[pygame.K_s] and player.y + player.height > enemylist3[0].y + enemylist3[0].height - 40 and player.y + player.height < enemylist3[0].y + enemylist3[0].height + 20:
player.y = enemylist3[0].y + enemylist3[0].height - 40 - player.height
if player.y < 390:
player.y = 390
player.left = False
player.right = True
player.stand = True
#切换地图 关卡结束
if keys[pygame.K_d] and player.x > WIDTH-player.width and len(enemylist)+ len(enemylist2)+ len(enemylist3) + len(enemylist4)==0 and check==3:
check+=1
HP_bool_green=False
HP_bool_grey=False
HP_bool_pink=False
# 切换 游戏第三场景
elif keys[pygame.K_d] and player.x > WIDTH-player.width and len(enemylist)+ len(enemylist2)+ len(enemylist3) + len(enemylist4)==0 and check==2:
HP_bool_green = False
HP_bool_grey = False
HP_bool_pink = False
player.x = 0
map_img=pygame.image.load("map_img/right.jpg")
check+= 1
#切换 游戏第二场景
elif keys[pygame.K_d] and player.x > WIDTH-player.width and len(enemylist)+ len(enemylist2)+ len(enemylist3) + len(enemylist4)==0 and check==1:
HP_bool_green = False
HP_bool_grey = False
HP_bool_pink = False
player.x = 0
map_img=pygame.image.load("map_img/center.jpg")
check+=1
elif check==1 and player.kill_enemy==0:
HP_bool_green = False
HP_bool_grey = False
HP_bool_pink = False
map_img=pygame.image.load("map_img/left.jpg")
#游戏 结束 选择重新开始 和退出
if check==4:
return ""
if check==5:
return ""
if len(enemylist)+ len(enemylist2) +len(enemylist3) +len(enemylist4) <4:
if keys[pygame.K_d] and player.x < WIDTH and player.x > -20:
player.x+=player.speed
player.left=False
player.right = True
player.stand = False
# player.jump = False
if keys[pygame.K_a] and player.x < WIDTH and player.x > 0:
player.x -= player.speed
player.left = True
player.right = False
player.stand = False
# player.jump = False
if keys[pygame.K_w] and player.y+player.height >390 and not player.jump:
player.y-=player.speed
player.left = True
player.right = False
player.stand = False
# player.jump = False
if keys[pygame.K_s] and player.y + player.height < 640 and not player.jump:
player.y+=player.speed
player.left = True
player.right = False
player.stand = False
player.jump = False
if not keys[pygame.K_d] and not keys[pygame.K_w] and not keys[pygame.K_s] and not keys[pygame.K_a] :
walk_music.stop()
player.stand=True
#三段普攻
if keys[pygame.K_j] and not player.attack_Bool and not player.life_remove_bool:
player.cd = True
J_Testing(enemylist)
J_Testing(enemylist2)
J_Testing(enemylist3)
J_Testing(enemylist4)
player.stand = False
player.attack_Bool = True
player.attack += 1
if player.attack > 3:
player.attack = 0
player.attack_Bool = False
player.stand = True
if keys[pygame.K_u]:
player.all=True
player.cd = True
#flc o 键技能
if not player.flc and keys[pygame.K_o] and not keys[pygame.K_w] and not keys[pygame.K_s] and not player.life_remove_bool:
if keys[pygame.K_o] and not player.jump and not player.i :
J_Testing(enemylist)
J_Testing(enemylist2)
J_Testing(enemylist3)
J_Testing(enemylist4)
player.cd = True
player.flc=True
player.stand = False
player.attack_Bool = True
player.attack += 1
if player.attack > 3:
player.attack = 0
player.attack_Bool = False
player.stand = True
if not player.i and not keys[pygame.K_w] and not keys[pygame.K_s] :
if keys[pygame.K_i] and not player.jump and not player.flc and not player.life_remove_bool:
player.cd=True
global en1
global en2
global en3
en1=I_Testing(enemylist)
en2=I_Testing(enemylist2)
en3=I_Testing(enemylist3)
en4=I_Testing(enemylist4)
player.i=True
player.jn_count = 1
elif player.i:
if player.t>=-10:#开始向上升
a=1
if player.t<0:#向下落的时候
a=-1
player.y-=0.5*a*(player.t**2)
player.t-=1
else:#落地后
if len(enemylist):
en1[0].y = en1[0].Enemy_Y
if len(enemylist2):
en2[0].y = en2[0].Enemy_Y
if len(enemylist3):
en3[0].y = en3[0].Enemy_Y
if len(enemylist4):
en4[0].y = en4[0].Enemy_Y
player.i =False
player.stand=True
player.t=10
player.jn_count=1
if not player.jump:
if keys[pygame.K_k] and not keys[pygame.K_w] and not keys[pygame.K_s] and not player.i:
player.jump=True#设置跳跃
else:
# 三段普攻
if keys[pygame.K_j] and not player.attack_Bool and not player.life_remove_bool:
player.cd = True
J_Testing(enemylist)
J_Testing(enemylist2)
J_Testing(enemylist3)
J_Testing(enemylist4)
player.stand = False
player.attack_Bool = True
player.attack += 1
if player.attack > 3:
player.attack = 0
player.attack_Bool = False
player.stand = True
player.stand = False
player.attack_Bool = True
player.attack += 1
if player.attack > 3:
player.attack = 0
player.attack_Bool = False
player.stand = True
if player.t>=-10:#开始向上升
a=1
if player.t<0:#向下落的时候
a=-1
player.y-=0.5*a*(player.t**2)
player.t-=1
else:#落地后
player.jump = False
player.t = 10
player.jump_count = 1
#跳跃检测
Jump_Testing(enemylist)
Jump_Testing(enemylist2)
Jump_Testing(enemylist3)
Jump_Testing(enemylist4)
pygame.display.update()
# 结束类 增加图片
def game_over():
global check
start_btn=pygame.image.load("./load_img/重新开始.png")
end_btn=pygame.image.load("./load_img/退出游戏.png")
failed=pygame.image.load("./load_img/失败.png")
win_img=pygame.image.load("./load_img/胜利.png")
bg=pygame.image.load("./map_img/right.jpg")
back_music.stop()
while True:
if check==5:
back_music.play(-1)
player.life = 100
player.x = 0
player.kill_enemy = 0
check = 1
return True
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
#鼠标事件
if event.type==pygame.MOUSEBUTTONDOWN:
# 鼠标位置
if (495<=event.pos[0]<=495+start_btn.get_width()) and (450<=event.pos[1]<450+start_btn.get_height()):
back_music.play(-1)
player.life = 100
player.x = 0
player.kill_enemy = 0
check = 1
return True
if (495<=event.pos[0]<=495+start_btn.get_width()) and (320<=event.pos[1]<320+start_btn.get_height()):
sys.exit()
player.kill_enemy=0
screen.blit(bg,(0,0))
screen.blit(start_btn,(495,450))
screen.blit(end_btn,(495,320))
if player.win_bool==False : #失败
screen.blit(failed, (395, 120))
if player.win_bool : #胜利
screen.blit(win_img, (425, 120))
pygame.display.update()
run=True
if __name__ == '__main__':
flag=True
while flag:
game_result=start()
if game_result=="":
flag=game_over()
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